[lane B] Round 2 WIP (session cut off): surf speed-lock, hazards + pickups modules, rho-fraction spawns

Landed before the cut: surf as a speed-lock onto world.crestSpeed(s) with surf.authority
(ruling #1) — riding beats throttle and holding a crest is throttle discipline; tuning.js
header corrected to the real wallRho frame (C's flag); enemies.js reads rho as a FRACTION
of safe radius (C's placement law); balance.js hazard + pickup constants; NEW hazards.js
(reflux_surge / aortic_squeeze / ring_gate, self-scheduling telegraphs, reset(fromS) built
for respawn) and NEW pickups.js (all five kinds, shape-coded).

Cut off before: wiring — nothing imports hazards/pickups yet; the fiction-id -> archetype
resolve (round-2 task #1) does NOT exist despite the enemies.js comment saying index.js
does it; player.kill/shove/refill are called but were never added; checkpoint/respawn and
gate -> level:complete not started; NOTES unwritten. F lands the glue next commit.
Committed by F to protect the shared tree.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
jing 2026-07-16 16:26:15 +10:00
parent f0982e70c3
commit 4ed3433e55
6 changed files with 509 additions and 33 deletions

View File

@ -53,6 +53,56 @@ export const BALANCE = {
darts: { pool: 48, radius: 0.45 }, darts: { pool: 48, radius: 0.45 },
// --- hazards (round 2) -------------------------------------------------------------
// C authors WHERE and HOW MUCH in the level JSON (speed/period/amplitude/span/warn); these
// are the mechanical constants those params drive. C's params always win where they overlap.
hazards: {
// reflux_surge — the rear chaser. C's finale: speed 21 vs flow 20, spawning 40 u behind
// and chasing 600 u. Lethal on contact by C's authoring (`lethal: true`); the s=1700
// teaching burp is `lethal: false` and only grazes. Antacid stalls it (`neutralizable`).
surge: {
graze: 26, // coat damage/tick for the NON-lethal teaching version
grazeTick: 0.35, // s between graze ticks while inside it
stallFactor: 0.0, // speed multiplier while neutralised — 0 = fully parked.
// C's design leans on this: "fired backward it stalls the surge
// ~10 s" (their finale maths assumes a real stop, not a slow).
proximityRange: 220, // u within which we emit hazard:proximity (E's rear indicator)
catchRadius: 3.0, // u of s-overlap that counts as being caught
},
// aortic_squeeze — DIRECTIONAL by design (C): the arch presses from `theta` only and the
// opposite arc is the answer. Non-lethal, and C's teach-then-test ledger depends on that
// staying true (LANE_C_NOTES: "if B makes squeeze contact lethal, this breaks — tell me").
squeeze: {
graze: 14, // coat damage per contact tick
grazeTick: 0.3,
shove: 9, // u/s pushed off the bulging wall — the hazard MOVES you
arc: 1.9, // rad of the cross-section the bulge occupies (~110°, one side)
},
// ring_gate — a POINT, therefore timeable: the player modulates throttle to arrive on an
// open beat. Closed contact is expensive but never lethal (C: it is a skill check, and
// a flow-locked player cannot stop to wait).
gate: {
hit: 30, // coat damage for arriving on a closed beat
shove: 6, // u/s shove toward the centreline (the iris squeezes you through)
irisMin: 0.12, // fraction of the lumen still open when fully "sealed" — never a
// true wall: a flow-locked player physically cannot stop, so a
// real seal would be an unavoidable toll rather than a skill check
},
},
// --- pickups (round 2) -------------------------------------------------------------
// C owns placement + counts (level JSON); B owns what each one is WORTH. C's round-2 task
// is to hand over an economy — until it lands these are B's proposal, documented in NOTES.
pickups: {
radius: 1.5, // generous collect radius: pickups are a reward, not a dexterity test
spin: 1.4, // rad/s idle rotation
nutrient_orb: { score: 50, boost: 0.6, note: 'score + boost recharge (shaves cooldown)' },
mucin_glob: { coat: 35 },
b12_cell: { hull: 30 },
antacid_ammo: { ammo: 1 },
biopsy_sample: { score: 500, sample: 1 },
},
// Chained kills feed the combo meter (GDD: score × style multiplier; E's music layer // Chained kills feed the combo meter (GDD: score × style multiplier; E's music layer
// listens). Window is generous enough to cross a fold, tight enough to mean something. // listens). Window is generous enough to cross a fold, tight enough to mean something.
combo: { window: 2.5 }, combo: { window: 2.5 },

View File

@ -78,19 +78,28 @@ export function createEnemies({ scene, world, bus, rng, assets = null }) {
out.copy(frame.pos).addScaledVector(frame.nor, y).addScaledVector(frame.bin, x); out.copy(frame.pos).addScaledVector(frame.nor, y).addScaledVector(frame.bin, x);
// --- spawn ------------------------------------------------------------------------ // --- spawn ------------------------------------------------------------------------
// Charter API: spawn(type, {s, theta, rho}). Level events give us only an `s` and a // Charter API: spawn(type, {s, theta, rho}). `type` is an ARCHETYPE — combat/index.js
// count, so theta/rho are filled from the seeded stream — same seed, same encounter. // resolves C's fiction ids (`bolus_chunk`) to archetypes before calling us.
//
// `rho` is a FRACTION of the safe radius (0..1), never an absolute distance — TECH §Event
// fields. That is C's placement law and it is the only thing that survives a tube whose
// radius varies with s: rho 0.92 means "pinned to the wall" everywhere, at any radius.
// Round 1 read it as absolute, which silently parked C's wall-pinned biopsy samples and
// candida blooms ~1 unit off the centreline, i.e. in the middle of the racing line.
function spawn(type, { s = 0, theta = null, rho = null } = {}) { function spawn(type, { s = 0, theta = null, rho = null } = {}) {
const pool = pools[type]; const pool = pools[type];
if (!pool) { console.warn(`[combat] unknown enemy type "${type}"`); return null; } if (!pool) { console.warn(`[combat] unknown enemy archetype "${type}"`); return null; }
if (pool.slots.length >= pool.cfg.pool) return null; // pool is the population cap if (pool.slots.length >= pool.cfg.pool) return null; // pool is the population cap
const cfg = pool.cfg; const cfg = pool.cfg;
s = THREE.MathUtils.clamp(s, 0, world.length); s = THREE.MathUtils.clamp(s, 0, world.length);
const th = theta ?? rand() * Math.PI * 2; const th = theta ?? rand() * Math.PI * 2;
const wall = world.wallRho(s, th) - cfg.radius; // free room for this body's centre: the safe radius less its own half-width, so rho 1.0
// turrets bolt to the wall; everything else floats somewhere in the lumen // is flush against the wall rather than half-buried in it
const r = rho ?? (type === 'turret' ? wall : wall * (0.25 + rand() * 0.6)); const free = Math.max(0, world.wallRho(s, th) - cfg.radius);
const r = rho != null
? THREE.MathUtils.clamp(rho, 0, 1) * free // C's fraction
: (type === 'turret' ? free : free * (0.25 + rand() * 0.6)); // unauthored: seeded
const e = { const e = {
id: nextId++, type, cfg, id: nextId++, type, cfg,

272
web/js/combat/hazards.js Normal file
View File

@ -0,0 +1,272 @@
// combat/hazards.js (Lane B) — the three L2 hazards: reflux_surge, aortic_squeeze, ring_gate.
//
// C authors WHERE and HOW MUCH (level JSON); balance.js holds the mechanical constants; this
// file is the behaviour. C's params always win where they overlap.
//
// WHY THESE SCHEDULE THEMSELVES INSTEAD OF USING BOOT'S PUMP (→ Lane F in NOTES):
// every hazard carries a `warn` — seconds of telegraph before it bites — and TECH makes it a
// law (≥2 s for anything lethal). But the pump emits `level:event` when the player *crosses*
// `ev.s`, which is the moment the hazard arrives: zero lead time. A telegraph needs lookahead,
// so hazards read `world.level.events` directly and run their own timeline (idle → warned →
// active → done). We deliberately ignore `level:event` for `type:'hazard'` so nothing arms
// twice. This also makes respawn clean: the timeline is ours to rewind (see `reset`), which is
// the one piece of respawn that does NOT need F's pump.
//
// ART_BIBLE: acid/corrosive = sickly yellow-green; hostile = amber. The ring gate is the
// interesting case — it lerps violet (a gate you pass) → amber (a thing that will hurt you) as
// it closes, so the colour encodes what it currently MEANS, which is the actual law.
import * as THREE from 'three';
import { BALANCE as B } from './balance.js';
import { emissiveMat, EMISSIVE } from '../flight/emissive.js';
const _m = new THREE.Matrix4(), _q = new THREE.Quaternion(), _scale = new THREE.Vector3();
const _v = new THREE.Vector3(), _up = new THREE.Vector3(0, 0, 1);
const TAU = Math.PI * 2;
// shortest signed angular distance a → b
const angDelta = (a, b) => { let d = (b - a) % TAU; if (d > Math.PI) d -= TAU; if (d < -Math.PI) d += TAU; return d; };
export function createHazards({ scene, world, bus, rng, player }) {
const H = B.hazards;
let time = 0;
const discToWorld = (out, frame, x, y) =>
out.copy(frame.pos).addScaledVector(frame.nor, y).addScaledVector(frame.bin, x);
// --- visuals: one InstancedMesh per hazard family = 3 draws for the whole system --------
const surgeGeo = new THREE.CircleGeometry(1, 24); // a wall of acid across the lumen
const surgeMat = emissiveMat(EMISSIVE.acid, { additive: true, opacity: 0.55 });
surgeMat.side = THREE.DoubleSide;
const surgeMesh = new THREE.InstancedMesh(surgeGeo, surgeMat, 4);
const ridgeGeo = new THREE.SphereGeometry(1, 8, 6); // the aortic bulge
const ridgeMat = emissiveMat(EMISSIVE.hostile);
const ridgeMesh = new THREE.InstancedMesh(ridgeGeo, ridgeMat, 160);
const irisGeo = new THREE.SphereGeometry(1, 8, 6); // the peristaltic ring
const irisMat = emissiveMat(EMISSIVE.gate);
const irisMesh = new THREE.InstancedMesh(irisGeo, irisMat, 96);
const meshes = [surgeMesh, ridgeMesh, irisMesh];
for (const m of meshes) {
m.frustumCulled = false;
m.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
m.count = 0;
scene.add(m);
}
// --- timeline ---------------------------------------------------------------------------
const RIDGE_EVERY = 26; // u between bulge rings along a squeeze zone
const RIDGE_ARC = 5; // spheres per ring
const IRIS_BEADS = 16;
let specs = [];
function build() {
specs = (world.level?.events ?? [])
.filter((e) => e.type === 'hazard' && H && e.kind)
.map((e) => ({ ev: e, kind: e.kind, s: e.s ?? 0, warn: e.warn ?? 2.5, state: 'idle', surge: null }));
}
build();
// Rewind our own timeline (respawn). Anything at or ahead of `fromS` is armed again;
// anything behind stays done, so flying back over a spent zone doesn't re-telegraph it.
function reset(fromS = 0) {
for (const h of specs) {
h.surge = null;
h.state = (h.s + (h.ev.span ?? 0)) >= fromS ? 'idle' : 'done';
}
}
// --- antacid: B's own torpedo stalls a neutralizable surge (GDD dual-use) ---------------
// C's finale maths depends on this being a real stop, not a slow: "fired backward it stalls
// the surge ~10 s". We honour the torpedo's own duration from the bus, not a local number.
const offNeutralize = bus.on('level:neutralize', ({ s, radius, duration }) => {
for (const h of specs) {
if (!h.surge || h.kind !== 'reflux_surge' || !h.ev.neutralizable) continue;
if (Math.abs(h.surge.s - s) <= radius) {
h.surge.stall = Math.max(h.surge.stall, duration);
bus.emit('audio:cue', { name: 'surge_stall' });
}
}
});
function update(dt) {
time += dt;
const ps = player.state;
const speed = Math.max(1, ps.speed);
for (const h of specs) {
if (h.state === 'done') continue;
const ev = h.ev;
// --- telegraph: the one thing the pump structurally cannot do ---
if (h.state === 'idle') {
const eta = (h.s - ps.s) / speed;
if (eta <= h.warn && h.s >= ps.s) {
h.state = 'warned';
bus.emit('hazard:warn', { kind: h.kind, s: h.s, eta: Math.max(0, eta) });
bus.emit('audio:cue', { name: `warn_${h.kind}` });
} else if (ps.s >= h.s) {
h.state = 'warned'; // arrived without lead (teleport/respawn)
}
}
if (h.state === 'warned' && ps.s >= h.s) {
h.state = 'active';
if (h.kind === 'reflux_surge') {
// `from` is the spawn offset relative to the trigger s; negative = behind you
h.surge = { s: h.s + (ev.from ?? -40), stall: 0, endS: h.s + (ev.span ?? 600), grazeT: 0 };
bus.emit('audio:cue', { name: 'surge_start' });
}
}
if (h.state !== 'active') continue;
if (h.kind === 'reflux_surge') updateSurge(h, dt, ps);
else if (h.kind === 'aortic_squeeze') updateSqueeze(h, dt, ps);
else if (h.kind === 'ring_gate') updateGate(h, dt, ps);
}
render();
}
// --- reflux surge: the rear chaser ------------------------------------------------------
function updateSurge(h, dt, ps) {
const g = h.surge;
if (!g) { h.state = 'done'; return; }
if (g.stall > 0) g.stall = Math.max(0, g.stall - dt);
const factor = g.stall > 0 ? H.surge.stallFactor : 1;
g.s += (h.ev.speed ?? 20) * factor * dt;
const gap = ps.s - g.s; // >0 = you're ahead. This is the whole game.
if (Math.abs(gap) < H.surge.proximityRange) {
// C's most important UI dependency: the surge chases from behind in a forward-facing
// game, so the player can only feel the margin shrink if we say so every frame.
bus.emit('hazard:proximity', { kind: h.kind, distance: gap, stalled: g.stall > 0 });
}
if (gap <= H.surge.catchRadius && ps.alive) {
if (h.ev.lethal) {
player.kill('acid'); // C's finale: dawdling is fatal
} else {
g.grazeT -= dt; // the s=1700 "burp": teaches the verb, never kills
if (g.grazeT <= 0) { player.damage(H.surge.graze, 'acid'); g.grazeT = H.surge.grazeTick; }
}
}
if (g.s > g.endS || g.s > world.length) { h.surge = null; h.state = 'done'; bus.emit('audio:cue', { name: 'surge_end' }); }
}
// --- aortic squeeze: DIRECTIONAL, non-lethal ---------------------------------------------
// The arch presses from ONE side; the opposite arc is the answer. C: a symmetric squeeze
// would be an untimeable toll because a flow-locked player cannot stop and wait.
function bulgeAt(h, t) {
const period = h.ev.period ?? 2.4;
return 0.5 * (1 + Math.sin((t / period) * TAU)); // 0..1
}
function updateSqueeze(h, dt, ps) {
const span = h.ev.span ?? 400;
if (ps.s > h.s + span) { h.state = 'done'; return; }
if (ps.s < h.s || !ps.alive) return;
const theta = h.ev.theta ?? 0;
const amp = h.ev.amplitude ?? 0.45;
const pulse = bulgeAt(h, time);
const rho = Math.hypot(ps.x, ps.y);
if (rho < 1e-4) return;
const pTheta = Math.atan2(ps.x, ps.y);
// only the pressing arc bites; the far side stays clear and is the verb
if (Math.abs(angDelta(theta, pTheta)) > H.squeeze.arc * 0.5) return;
const safe = world.wallRho(ps.s, pTheta);
const limit = safe * (1 - amp * pulse);
if (rho <= limit) return;
h.grazeT = (h.grazeT ?? 0) - dt;
if (h.grazeT <= 0) { player.damage(H.squeeze.graze, 'squeeze'); h.grazeT = H.squeeze.grazeTick; }
player.shove(-(ps.x / rho) * H.squeeze.shove, -(ps.y / rho) * H.squeeze.shove);
}
// --- ring gate: a POINT, therefore timeable ----------------------------------------------
const gateOpen = (h, t) => ((t % (h.ev.period ?? 3.0)) < (h.ev.open ?? 1.5));
function updateGate(h, dt, ps) {
if (ps.s > h.s + 6) { h.state = 'done'; return; }
if (h.passed || !ps.alive) return;
// the beat you arrive on is the beat that counts
if (ps.s >= h.s - 0.5) {
h.passed = true;
if (!gateOpen(h, time)) {
player.damage(H.gate.hit, 'gate');
const rho = Math.hypot(ps.x, ps.y) || 1e-4;
player.shove(-(ps.x / rho) * H.gate.shove, -(ps.y / rho) * H.gate.shove);
bus.emit('audio:cue', { name: 'gate_hit' });
} else {
bus.emit('audio:cue', { name: 'gate_pass' });
}
}
}
// --- render -----------------------------------------------------------------------------
function render() {
let sn = 0, rn = 0, gn = 0;
let hotGate = 0;
for (const h of specs) {
if (h.state !== 'active') continue;
if (h.kind === 'reflux_surge' && h.surge && sn < 4) {
const f = world.sample(THREE.MathUtils.clamp(h.surge.s, 0, world.length));
const r = world.wallRho(h.surge.s, 0) + 1.2;
_q.setFromUnitVectors(_up, f.tan);
surgeMesh.setMatrixAt(sn++, _m.compose(f.pos, _q, _scale.set(r, r, r)));
} else if (h.kind === 'aortic_squeeze') {
const span = h.ev.span ?? 400, theta = h.ev.theta ?? 0, amp = h.ev.amplitude ?? 0.45;
const pulse = bulgeAt(h, time);
for (let s = h.s; s <= h.s + span && rn + RIDGE_ARC <= 160; s += RIDGE_EVERY) {
const f = world.sample(s);
const safe = world.wallRho(s, theta);
for (let j = 0; j < RIDGE_ARC; j++) {
const a = theta + (j / (RIDGE_ARC - 1) - 0.5) * H.squeeze.arc;
const rr = safe * (1 - amp * pulse * 0.85);
discToWorld(_v, f, Math.sin(a) * rr, Math.cos(a) * rr);
ridgeMesh.setMatrixAt(rn++, _m.compose(_v, _q.identity(), _scale.setScalar(1.5 + pulse * 0.8)));
}
}
} else if (h.kind === 'ring_gate') {
const open = gateOpen(h, time);
if (!open) hotGate = 1;
const f = world.sample(h.s);
const safe = world.wallRho(h.s, 0);
const r = open ? safe : safe * H.gate.irisMin;
for (let j = 0; j < IRIS_BEADS && gn < 96; j++) {
const a = (j / IRIS_BEADS) * TAU;
discToWorld(_v, f, Math.sin(a) * r, Math.cos(a) * r);
irisMesh.setMatrixAt(gn++, _m.compose(_v, _q.identity(), _scale.setScalar(open ? 0.9 : 1.5)));
}
}
}
surgeMesh.count = sn; ridgeMesh.count = rn; irisMesh.count = gn;
for (const m of meshes) m.instanceMatrix.needsUpdate = true;
// violet (a gate you pass) → amber (a thing that will hurt you). The colour IS the tell.
irisMat.uniforms.uFlash.value = hotGate;
}
return {
update, reset,
rebuild() { build(); },
get specs() { return specs; },
get activeSurge() { return specs.find((h) => h.surge)?.surge ?? null; },
dispose() {
offNeutralize();
for (const m of meshes) { scene.remove(m); m.dispose(); }
surgeGeo.dispose(); surgeMat.dispose();
ridgeGeo.dispose(); ridgeMat.dispose();
irisGeo.dispose(); irisMat.dispose();
},
};
}

114
web/js/combat/pickups.js Normal file
View File

@ -0,0 +1,114 @@
// combat/pickups.js (Lane B) — the five pickup kinds C places in L2.
//
// Split of concerns (settled with C): C owns WHERE and HOW MANY (level JSON, and the design
// reasons are worth reading — "orb lines teach the racing line before they score anything",
// "the game pays you right before it charges you"). B owns what each one is WORTH
// (balance.js §pickups) and what touching it does. Placement law: `rho` is a FRACTION of the
// safe radius, exactly as for enemies — C pins sample 1 at rho 0.92 meaning "against the
// wall", and that has to mean the same thing in a 9-unit tube and a 6.8-unit one.
//
// ART_BIBLE: pickups are soft green, all five of them — the emissive code is a readability
// LAW keyed to meaning ("this is good for you"), not a palette to decorate with. So identity
// comes from SHAPE instead: orb = sphere, mucin = blob, B12 = octahedron, antacid = capsule,
// biopsy = the big slow diamond you can spot from 200 units away. One InstancedMesh per kind:
// 5 draws for the whole economy.
import * as THREE from 'three';
import { BALANCE as B } from './balance.js';
import { emissiveMat, EMISSIVE } from '../flight/emissive.js';
const _m = new THREE.Matrix4(), _q = new THREE.Quaternion(), _scale = new THREE.Vector3();
const _v = new THREE.Vector3(), _axis = new THREE.Vector3(0.3, 1, 0.2).normalize();
const KINDS = {
nutrient_orb: { geo: () => new THREE.SphereGeometry(0.8, 10, 8), pool: 48, scale: 1 },
mucin_glob: { geo: () => new THREE.IcosahedronGeometry(1.0, 0), pool: 16, scale: 1 },
b12_cell: { geo: () => new THREE.OctahedronGeometry(1.0, 0), pool: 8, scale: 1 },
antacid_ammo: { geo: () => new THREE.CapsuleGeometry(0.45, 0.9, 3, 8), pool: 12, scale: 1 },
biopsy_sample: { geo: () => new THREE.OctahedronGeometry(1.6, 0), pool: 6, scale: 1.15 },
};
export function createPickups({ scene, world, bus, rng, player, weapons }) {
const pools = {};
for (const [kind, def] of Object.entries(KINDS)) {
const geo = def.geo();
const mat = emissiveMat(EMISSIVE.pickup, { additive: kind === 'biopsy_sample' });
const mesh = new THREE.InstancedMesh(geo, mat, def.pool);
mesh.frustumCulled = false;
mesh.instanceMatrix.setUsage(THREE.DynamicDrawUsage);
mesh.count = 0;
scene.add(mesh);
pools[kind] = { mesh, geo, mat, def, items: [] };
}
let time = 0;
const discToWorld = (out, frame, x, y) =>
out.copy(frame.pos).addScaledVector(frame.nor, y).addScaledVector(frame.bin, x);
function spawn(kind, { s = 0, theta = null, rho = null } = {}) {
const pool = pools[kind];
if (!pool) { console.warn(`[combat] unknown pickup kind "${kind}"`); return null; }
if (pool.items.length >= pool.def.pool) return null;
s = THREE.MathUtils.clamp(s, 0, world.length);
const th = theta ?? rng('pickups')() * Math.PI * 2;
const free = Math.max(0, world.wallRho(s, th) - B.pickups.radius);
// rho is C's fraction of the safe radius. Unauthored => near the racing line, because an
// unplaced pickup is a reward, not a puzzle.
const r = rho != null ? THREE.MathUtils.clamp(rho, 0, 1) * free : free * 0.3;
const p = { kind, s, x: Math.sin(th) * r, y: Math.cos(th) * r, pos: new THREE.Vector3(), alive: true };
pool.items.push(p);
return p;
}
// Applies the effect, then announces it. E renders the feedback off `pickup {kind}`.
function collect(p) {
p.alive = false;
const v = B.pickups[p.kind] ?? {};
if (v.coat || v.hull || v.boost) player.refill({ coat: v.coat ?? 0, hull: v.hull ?? 0, boost: v.boost ?? 0 });
if (v.ammo) weapons?.addAmmo(v.ammo);
bus.emit('pickup', { kind: p.kind, s: p.s, score: v.score ?? 0, sample: v.sample ?? 0 });
bus.emit('audio:cue', { name: p.kind === 'biopsy_sample' ? 'pickup_sample' : 'pickup' });
}
function update(dt) {
time += dt;
const ps = player.state;
const reach = B.pickups.radius + player.radius;
const reach2 = reach * reach;
for (const pool of Object.values(pools)) {
let n = 0;
for (let i = pool.items.length - 1; i >= 0; i--) {
const p = pool.items[i];
if (!p.alive) { pool.items.splice(i, 1); continue; }
discToWorld(p.pos, world.sample(p.s), p.x, p.y);
// cheap reject along s before the distance test — pickups outlive the player's window
if (ps.alive && Math.abs(p.s - ps.s) < reach + 2) {
const dx = p.x - ps.x, dy = p.y - ps.y, ds = p.s - ps.s;
if (dx * dx + dy * dy + ds * ds <= reach2) { collect(p); pool.items.splice(i, 1); continue; }
}
}
for (const p of pool.items) {
if (n >= pool.def.pool) break;
_q.setFromAxisAngle(_axis, time * B.pickups.spin);
pool.mesh.setMatrixAt(n++, _m.compose(p.pos, _q, _scale.setScalar(pool.def.scale)));
}
pool.mesh.count = n;
pool.mesh.instanceMatrix.needsUpdate = true;
}
}
function clear() { for (const pool of Object.values(pools)) pool.items.length = 0; }
return {
spawn, update, clear,
get count() { return Object.values(pools).reduce((a, p) => a + p.items.length, 0); },
dispose() {
for (const pool of Object.values(pools)) {
scene.remove(pool.mesh); pool.mesh.dispose(); pool.geo.dispose(); pool.mat.dispose();
}
},
};
}

View File

@ -48,6 +48,14 @@ export function createPlayer({ scene, world, bus, rng, flags = {}, assets = null
const clampS = (s) => THREE.MathUtils.clamp(s, 0, world.length); const clampS = (s) => THREE.MathUtils.clamp(s, 0, world.length);
// `world.crestSpeed(s)` is world contract v1.1, but Lane A's world had not exposed it yet
// when this was written (their round-2 task #1, in flight — the stub already complies). The
// fallback mirrors TECH §Crest-speed law rather than inventing a number, so surf behaves
// identically the moment A lands theirs, and this guard can then be deleted.
const CREST_FACTOR = 1.6;
const crestSpeedAt = (s, biome) =>
(world.crestSpeed ? world.crestSpeed(s) : biome.flow * CREST_FACTOR);
// --- durability ------------------------------------------------------------------- // --- durability -------------------------------------------------------------------
// Discrete hits emit player:damage. Continuous drain (biome coatDrain, enemy auras) does // Discrete hits emit player:damage. Continuous drain (biome coatDrain, enemy auras) does
// NOT — it would spam the bus 60×/s and E would render a permanent damage flash. Lane E // NOT — it would spam the bus 60×/s and E would render a permanent damage flash. Lane E
@ -109,8 +117,19 @@ export function createPlayer({ scene, world, bus, rng, flags = {}, assets = null
if (was !== st.surfBlend > 0.5) bus.emit('player:surf', { active: st.surfBlend > 0.5, s: st.s }); if (was !== st.surfBlend > 0.5) bus.emit('player:surf', { active: st.surfBlend > 0.5, s: st.s });
} }
// forward motion — the flow carries you; you only ever scale it // --- forward motion: the flow carries you; you only ever scale it ---
st.speed = biome.flow * (st.throttle + st.surfBlend * T.surf.gain + st.boostBlend * T.boost.gain); // Surf is a SPEED-LOCK onto the crest, not a bonus on top of throttle (round-2 ruling #1;
// round 1 proved a flat bonus is self-cancelling). The wave now outruns you
// (crestSpeed = 1.6 × flow > throttleMax 1.4), so riding means being *carried at the
// wave's own speed* — which is also why you stay on it instead of shooting off the front.
const flowSpeed = biome.flow * st.throttle;
const crest = crestSpeedAt(st.s, biome);
// Only ever accelerates. If you're already faster than the crest (boosting, or a fast
// segment), the wave must not brake you — it just stops being relevant.
const carried = crest > flowSpeed
? flowSpeed + (crest - flowSpeed) * st.surfBlend * T.surf.authority
: flowSpeed;
st.speed = carried + biome.flow * T.boost.gain * st.boostBlend; // boost punches out of a crest
st.s = clampS(st.s + st.speed * dt); st.s = clampS(st.s + st.speed * dt);
// disc movement // disc movement

View File

@ -1,28 +1,30 @@
// flight/tuning.js (Lane B) — THE FEEL. Every number that decides how GUTS handles lives // flight/tuning.js (Lane B) — THE FEEL. Every number that decides how GUTS handles lives
// here and nowhere else. Tuned by hand on the stub esophagus; re-tune per biome later. // here and nowhere else. Tuned by hand on the stub esophagus; re-tune per biome later.
// //
// Stub reference frame (js/stub/world_stub.js), which all of these are sized against: // Reference frame these are sized against — CORRECTED round 2 (C caught the stale numbers,
// biome.flow = 14 u/s · radius 10 ±15% wobble => 8.5..11.5 // LANE_C_NOTES §→ Lane B #4). The round-1 header quoted the round-0 stub; A's real world has
// wallRho = radius waveAmp(0.9) skin(0.6) => a ~7.0..10.0 playable disc radius // since measured the esophagus wave at amp 1.4 (not 0.9) + breathe 0.15, and `wallRho`
// peristalsis crest travels at WAVE_W/WAVE_K = 3.0/0.22 = 13.64 u/s // subtracts BOTH plus SKIN:
// biome.flow = 14 u/s · radius 10 ±15% wobble => 8.50 .. 11.50
// wallRho = radius (amp 1.4 + breathe 0.15) SKIN 0.6 => 6.35 .. 9.35 playable disc
// minus ship.radius 0.9 => 5.45 .. 8.45 free disc
// The envelope shrank ~0.65 u under us. disc.maxSpeed/accel and the graze numbers were sized
// against the old 7.0..10.0 and still read fine at 6.35..9.35, but that is luck, not design —
// if A retunes the wave again, re-check `disc` and `wall` here, not just C's clearances.
// //
// SURF IS A SHOVE, NOT YET A RIDE — and that is a world-side problem, not a tuning one. // SURF: FIXED THIS ROUND — it is a ride now, not a shove.
// Measured in-engine this round (numbers in LANE_B_NOTES §surf): // Round 1 measured the mechanic as strictly dominated: a crest travelling at flow (13.64 u/s)
// crest phase speed = WAVE_W/WAVE_K = 3.0/0.22 = 13.64 u/s // cannot carry anything faster than itself, while throttle-mashing gave 19.6 u/s, so the
// player top speed = flow × throttleMax = 14 × 1.4 = 19.6 u/s // correct play was to ignore the level's signature mechanic. Tuning could not fix it (the
// A wave travelling 13.64 u/s cannot carry anything faster than 13.64 u/s, so "ride the // crest window is fixed in SPACE, so a bigger bonus just ejected you sooner — measured ~3.0
// crest" can never be the fast line while the wave is slower than the player. Worse, the // units gained per crest at gain 0.4, 0.75 AND 1.2, identical).
// bonus is self-cancelling: the crest window is fixed in SPACE, so a bigger surf.gain just
// ejects you out the front sooner. Measured distance gained per crest is ~3.0 units at
// gain 0.4, 0.75 AND 1.2 — identical. Tuning this number cannot fix it.
// //
// So surf currently reads as what the wave physically is: a rhythmic peristaltic SHOVE as // F's round-2 ruling #1 fixed it at the source: `crestSpeed = CREST_FACTOR(1.6) × flow`, which
// each crest sweeps over you (~0.3-0.6 s at 24.5 u/s), which is honest and feels good, but // beats throttleMax 1.4. So the wave now outruns the player and B **speed-locks to
// it is not the level-2 speed line the GDD asks for. The fix belongs to whoever owns the // world.crestSpeed(s)** while riding instead of adding a flat bonus. Riding at flow 14 =
// wave constants (stub = F, world = A): crest speed must exceed 19.6 u/s. Escalated in // 22.4 u/s vs 19.6 for mashing: +14%, and because you match the crest's own speed you STAY on
// LANE_B_NOTES §"-> Lane A / F" with options. Do not paper over it here. // it instead of being thrown off the front. Throttle still decides how long you hold it —
// // see surf.authority. Read the crest, don't hold W.
// gain below is therefore chosen for FEEL (punch of the shove), not for speed economy.
export const TUNING = { export const TUNING = {
ship: { ship: {
@ -46,11 +48,21 @@ export const TUNING = {
}, },
surf: { surf: {
threshold: 0.45, // world.flowPulse(s,t) above this = on the crest. threshold: 0.45, // world.flowPulse(s,t) above this = on the crest.
// pulse=pow(sin,3) so 0.45 => sin>0.766 => the peak 22% of // pulse=pow(sin,3) so 0.45 => sin>0.766 => the peak 22% of each
// each wave: a ~6.3 u window in a 28.6 u wavelength. // wave. Under CREST 1.6 the wavelength grew to ~45.7 u at flow
gain: 0.75, // +75% flow while on a crest => a 24.5 u/s shove for ~0.3-0.6 s. // 14, so that window is now ~10 u long (was ~6.3) — the crest is
// Feel-tuned only; see the surf note in the header before // a wider, faster lane than it was in round 1.
// touching it expecting a speed change. authority: 0.85, // how completely the crest owns your speed while riding, 0..1.
// THE knob. At 1.0 the wave takes you at exactly crestSpeed and
// throttle stops mattering while surfing — you'd ride forever
// and the mechanic would have no skill floor. At 0.85 you sit
// just under the crest and drift off the back at a rate YOU set:
// throttle 1.4 -> 21.98 vs crest 22.4 => drift 0.42 u/s, ~12 s ride
// throttle 1.0 -> 21.14 => drift 1.26 u/s, ~4 s ride
// throttle 0.6 -> 20.30 => drift 2.10 u/s, ~2 s ride
// So catching a crest is positioning; HOLDING one is throttle
// discipline. Never applied when it would slow you (boosting
// past the crest keeps your speed — see player.js).
ramp: 3.0, // /s blend in/out so cresting doesn't pop ramp: 3.0, // /s blend in/out so cresting doesn't pop
}, },